‘Spectre’ Field
Guard frigates having too many shield regeneration options as well as player feedback resulted in module mechanics changes.
In active mode the module now increases shield and hull resistances of host ship to all types of damage.
The more allies the module covers, the stronger its effect becomes
All modifications now recharge 55 seconds
Invisibility for allies remains unchanged
About the Spectre Field, how many points per ally in defense points does it add? How much points are added on the hull, how much on the shield, etc.
Personally, I’d say just put all of the resists on the shield and a buff to the amount of time allies are put into the invisibility state, as it reads as if it is a grand nerf to the module with the personal effects.
It will now take 11 guards to use it properly in any game-mode, especially against the defiler or any new boss you may come up with. (not including reduction implants)
Emergency Shield Boost
Analysis of guard frigate module effectiveness showed that they consume very little energy from the initially planned level, allowing extremely easy simultaneous use of adaptive shields and this module.
Energy drain increased by 40%
All modifications now recharge 90 seconds
Liquid Metal Injector
We also introduced the following tweaks based on feedback and statistics.
Energy drain increased by 40%
All modifications now recharge 110 seconds
By George! now the 7c implant will be practically required to use the Emergency Shield boost.
Thanks to the nerf of the module, I would like to suggest an increase in the amount healed per ‘pop’ of the module itself. Because of the extended wait time to wait for
the ability to use it again (not including reducing via the 13a implant, mind) it will become far easier to hit and run against guards. Fight the guards once, and make them use their modules; Once the
guard’s modules are used up, charge once more and take them while they’re weak. Thanks to the increase in time, this will become a problem to fight against as that strategy was still valid pre-patch. Now it’s just going to be annoying.
How’s it working with the liquid metal injector? I imagine those federation guards aren’t able to use it anymore when using adaptives?
For that matter, I’d imagine it’ll be tough on any guard to use the liquid metal injector, with that kind of drain, unless they use the 7c implant and use both the emergency shield boost and the metal injector at the same time; that’ll be when the ship already has low hull in the first place so you can actually make use of the module. (not that I ever actually use the liquid metal injector)
Interface
I like this change, at least from this picture.
Destructor
Analysis of feedback and statistics on weapon effectiveness inspired us to introduce the following tweaks.
Additional effect strength reduced by 10%
Additional effect duration increased to 2 seconds
Additional effect now triggers once per second, not per 0.5 seconds
Well, I can’t say it’s a bad change, but I can’t say it’s what is being asked for.
How does it look on your guys’ end?
Thank for the comment. We really appreciate!
Points per ally in defense should be presented in the description of the field. For example for MK1 it is 18 points per 1 ally. Also there is a way to see the buff in the middle of the fight by pressing “Enter” and then pointing on the buff.
About usage of the shield and the metal at the same time. It really depends a lot on the fit and situation but we’ll look at it closely.